• Like
What is Gamification? - Wanda Meloni - M2 reseach
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

What is Gamification? - Wanda Meloni - M2 reseach


Gamification is on everyone’s lips these days. Using game-like mechanics and systems to increase fun and engagement is a relatively new and expansive topic, subject to much debate and dialogue. …

Gamification is on everyone’s lips these days. Using game-like mechanics and systems to increase fun and engagement is a relatively new and expansive topic, subject to much debate and dialogue. Without a doubt: If "engagement" is the super metric of the next decade, then "gamification" is its elixir. What do we mean by gamification, featuring Wanda Meloni.

To mark this first-ever conference on an emerging field that will touch just about every business and social sector, we are pleased to exclusively unveil the first-ever research around codifying the size and growth potential for gamified goods, services and brands. Audience members will hear Wanda Meloni, M2 Research, describe for the first time the important findings of this one-of-a-kind months-long ressearch.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads


Total Views
On SlideShare
From Embeds
Number of Embeds



Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

    No notes for slide
  • Gaming in business models and daily interactionsUsing games as a template for engagement
  • Digital media and content creation = All are digital imagesCar commercials are predominately digitally created
  • NokiaNikeSeikoFord ExplorerHondaLouis Vuitton
  • DevHub – increased website design from 10% to 80%Huffington Post – 23 million readers, 800k now part of Huffington Social News NetworkNissan Leaf – Health meter measures eco-friendly driversMaxMara – The company’s first iPhone app Decode the Cube -win a trip to MilanEpicWin – Levels up your life with choresMint.com – 1.5 million users, Intuit acquired them for $170m
  • 11 Gamification Companies ConsultantsAgencies
  • User Engagement – 44%Brand Loyalty – 33%Brand Awareness – 22%
  • Education - 35% Feature Definition - 20% Implementation - 30%Completed Project - 15%
  • Entertainment – 42%Publishers –18%Consumer Goods – 15%Healthcare/Wellness – 10%Financial – 6%Retail – 5%Education – 3% Telecom – 1%= Reluctance in not seeing direct ROI. Look who is doing it in retail = Target.
  • Subscription - 55%Fixed Fee – 24%Other – 14% - staged production, test and evaluatePercent of Revenue – 7%
  • Gamification: 2011 - $100m - 2016 - $2.8b2012 - $196m2013 – $434m2014 - $860m2015 - $1.6bSocial Media Marketing – over $2b in 2011, $9.2b by 2016 Social Media Enterprise Solutions – over $700m in 2011
  • Is this taking us to Web 3.0Taking us beyond current design and interaction


  • 1. Gamification - LEVEL 1
    Presented at Gamification Summit by Wanda Meloni, January 20, 2011
    M2 Research
  • 2. M2 Research Overview
    Company Overview
    M2 Research Covers:
    • Content Creation
    • 3. Games and Entertainment
    • 4. User/Consumer Segmentation: Profiles and Demographics
    • 5. Emerging Trends: Mobile, Microtransactions, Cloud
    • 6. Technology: Platforms, Tools, Production Pipelines
    Our Analysis Includes :
    • Market Reports, Newsletters, and Briefs
    • 7. Industry Surveys
    • 8. Customized Market Profiles and Analysis
    • 9. Assist Clients with Marketing, Competitive and Growth Strategies
  • M2’sView of Markets
  • 10. Consumer Engagement and Loyalty
    Customize products, collect points, spend on more products
    Source: M2 Research
  • 11. Gamification Today
    Huffington Post
    Nissan Leaf
  • 12. Gamification Survey – Level 1
    Survey Findings
    Source: M2 Research
  • 13. M2 Industry Study -Vendors
    Big Door Media
    Leapfrog Builders
  • 14. Gamification Features
    What are your clients currently asking for with game mechanics?
    Source: M2 Research
  • 15. Gamification Adoption Cycle
    What is the current breakdown of your clients on the gamification adoption curve?
    Source: M2 Research
  • 16. Gamification Industries
    How does your client base currently break down by industry?
    Source: M2 Research
  • 17. Gamification Business Models
    How do you charge for your service?
    Source: M2 Research
  • 18. Gamification Market Size
  • 19. Additional Survey Findings
    Gamification projects – almost entirely from marketing
    80% are completely focused on gamification
    Average growth rate for next 2 years – 150%
    Investment in market still a big play for 2011/2012
    Source: M2 Research
  • 20. Level 1 - Observations
    Need to move beyond a pure marketing play:
    • Gamification budgets – almost entirely from marketing
    • 21. Engagement must be built in at product development level
    Done properly requires understanding:
    • Game mechanics
    • 22. Real-time data analysis and social networks
    There is risk:
    • Trial and error is part of learning curve
    • 23. Keep “player” in mind when building
    There are skeptics (but):
    • Emerging markets always require education
    • 24. Build products responsibly
  • Co-op FTW
    Help us discover and define the market
    Metrics? How do we measure this?
    The sky might be the limit
    What is the potential opportunity for ROI?
  • 25. Thank You!
    Please contact:
    Wanda Meloni